EDIT: I'll use the CreatePlace API to create a separate showroom for each game. I am going to create a matchmaking system using tables (based on CloneTrooper1019's old, open source Murder matchmaking system.)
Please read the whole of my question's content. I am not here to request someone to make it for me, I would like the gather possible ideas and the best ways for creating a matchmaking system for my game.
Hi guys, I am making a game show style game on ROBLOX. I have create a menu GUI and now I am wondering what the best possible ways there are to create a matchmaking system. I am only looking for ideas (pseudo code if you want to), I am not requesting someone to make a matchmaking system for me, as I want to learn to do so myself.
Current Ideas:
CreatePlace API
I have stumbled upon the CreatePlace API and would love to use this feature. In my main game, I would start by adding NumberValues into the player to show which matchmaking lobby they are in (once they've found one) and then, when everyone is ready, the game creates a place based off a sample place and teleports all the players there. Not many downsides to this, apart from the limited uses of CreatePlace in 1 minute.
A separate place, holding every match (Universes)
My main idea, but I was unable to do this as I need for the players to be in a separate match, not to be able to join matches in progress already. Mostly the same idea for matchmaking as the previous ideas (NumberValues, etc.) but players would be teleported to the main game place. If there was a way so that I could stop people from joining matches in progress, I would use this probably.
Using one place, cloning the main showroom for each match
With my limited knowledge on Universes, this was my first idea, but this would probably cause way too much lag if there were multiple showrooms in a server.
Any help with this is appreciated, thank you very much in adavnce!
It looks like you have the 3 best methods. My personal opinion would be to go with choice #1, unless the limited creations poses an issue. You could always pre-create the "showrooms" the players would be in however, so that the game won't have to worry about the creation, and hardcode a reset function into each sub-place for when the next round starts, or for when all of the players are gone (since I have no idea what this is going to be used for).
For the second idea, you might also get a bad rap from unwary players getting kicked from a game they didn't realize was technically a sub-place. It seems virtually the same as the first option, just with more cons.
The third option probably isn't a bad idea. Assuming you'll keep the original showrooms in lighting (or the new storage modules) and delete the unused showrooms that were already copied, I doubt it will cause much lag to a player unless these are mega-builds on their own terms. This sounds more like something that would need testing than could be guaranteed in theory.
So, in total, the first idea definitely sounds like your best option (in my eyes, that is). You'll have more customization of how things are done (randomly generated content is a possibility), and will also learn what will most likely end up being a more and more important feature for coders to know.
Here's hoping that this reply helped you to some degree, and good luck on this system!
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